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Cairo555

26
Posts
1
Topics
A member registered Jun 14, 2020

Creator of

Recent community posts

Skill(s) :  3D art, hard surface modeling
Experience: Making 3D models for some time, still learning though.
TimeZone: UTC+2
Joined previous jams: Yes 1.
Portfolio website: Will send you some renders or models upon request.

Please post your offerings or requests here.
Go to the GoedWare's discord to discuss further details.

Skill(s) :  
Experience: 
TimeZone:
Joined previous jams: 
Portfolio website: 

I just sent you a friend request. I'm looking for a nice team to work with, and to be part of something bigger! :P

Thank you for your feedback, you are right, it is unclear on what impact the door you choose has on the game.

Thank you for your feedback, and I totally agree :) We will take care of that in the next game :)

Thank you for your feedback! :)

Thank you for your feedback, who knows. Maybe we will expand on all the suggestions here.

Thank you for your feedback!

Thank you for your feedback, yes it does.. that's my voice :D LOL
Yes, it took 38 hours, everything is handmade during the jam.

Great idea about that healthbar, something we missed out on, and we will get into the next game.

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Thank you  for your feedback!

Neither do I :) I think it should be like this..

The team as a whole is not a beginner (one person that I know has prior (little) experience), myself and, I think the people that did the sound/music are also new to these jams, but could be wrong there :)

Somewhere someone messed up maybe :P

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Thank you for your feedback, it's absolutely true, that the theme is missing out on, in this game. We wanted to implemented more dialog, but just could not find the time to set this up.  I think the spawn area for enemy's is now just the whole map, but maybe we could have blocked certain zones with a "blocker", so they could not spawn there.. Good idea, thanks.

The original idea, would involve more consequences for your choices, if you keep making bad decisions, and keep killing little fluffy sheep and bunny rabbits, you would become an evil individual. And would end up, playing as the end boss (the tree).

Thank you for your feedback, yeah we sure did learn a lot of stuff, and next time, we have to go faster, or make it less big. And we have to setup a project plan. Not it was like.. ok let's brainstorm build a concept. Then go build it! We did not plan on how long certain things could take, etc. 

Thank you so much for your kind words :)

Thank you for your feedback, you are right. Especially the tree boss, I had no idea how to kill it. I saw no hit indication, and no health bar. So after shooting it a couple of times, I thought that I needed to do something else, in order to kill it.

Definitely something that we will change in the future! 

Just a short FYI. Have you seen the alien blob? That's created by accident ;) While I was making the tree, the tree stump itself, already looked like this alien. So I tweaked a bit, and voila.. an extra enemy :) Sometimes it's easy.. Sometimes not so much ;)

Thank you for your feedback.

You are totally right, we did not have enough time left, to finish the storry telling. That's something we have to do differently next time, planning :P

TBH, at first I did not even understand it myself when play testing. How to shoot faster. I could not kill the enemy's if I would not hold the button. Maybe, it would even be more fun, if we had made it, to charge the gun to a burst shot, when you hold the mouse :)

Thank you for your feedback, jep. I spent 38 hours only on designing, rigging and animating all of it. It was Crazy, I can tell you that :P
The levels are "Smacked" together in about 30 to 45 minutes, before time was up. :P

Thank you for your feedback, We missed out on the storytelling part,  due to a lack of time. The idea was, that you make "decissions" by choosing good or bad (blue or red). In the end you would end up playing as the endboss or as the human..

Totally agree, thank you for your feedback.

Thanks, who knows! ;)

Thank you for your feedback, tbh I understand your feedback. We should have done lighting of the levels in another fasion and maybe make the camera move a bit differently, so the perspective changes on the level itself.

Thank you for your feedback, On the player, at least 4 animation were missing, because I did not have enough time to make them.
We were missing, idle, holding gun, dying  and hitindicator. Next time we will get them. :)

I'm a bit disapointed, that we did not spend more time on the actual story telling, the whole idea was, that you have a dream. And in that dream, you constantly have to make two choices, one is good and the other is bad. After a couple of levels, you would have the final level, based on the previous choices you would have made. If you choose more "good" levels, then you would fight the BAD boss like in every other game, if you choose bad levels, more then the good, you would end up playing the last level, as the boss it self, killing the player in one blow :D
so it would be a reverse roll. We did not have time to finish that.. To bad. We still had a lot of fun and learned a lot of new stuff :)

Thanks, costed me 38 hours to produce everything you see, except for the bullet :P which is a standard sphere.

Thank you for your feedback. You are correct, that is one of the many "bugs". which we did not have time to kill. The animation should have stopped when the player is not moving.. Next time, that will be fixed :)

Thank you for your feedback, I don't know if we can still change the icon.. It's already submitted. I'll have to check with my team member, if we can still change it.

Thank you for your feedback, we did have many more ideas, however time was limited, we could not fit in more story telling, using animation which would have made it much better.